// Used for shadow lookup
uniform mat4 texMatrix,mvp;
varying vec4 ShadowCoord;
uniform mat4 object;
varying vec3 normal,lightDir;
varying vec2 coords;


void main()
{

    ShadowCoord=  texMatrix*object*gl_Vertex;
	coords = gl_MultiTexCoord0.xy;
	lightDir = normalize(vec3(vec4 (-20,50,10.0,0) * object  - gl_Vertex * object));
	normal = gl_Normal;
	gl_Position = mvp * object * gl_Vertex;
	gl_FrontColor = gl_Color;
}
